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#ifndef UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
#define UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"
float3 GetAbsolutePositionWS(float3 positionWS)
{
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
positionWS += _WorldSpaceCameraPos;
#endif
return positionWS;
}
float3 GetCameraRelativePositionWS(float3 positionWS)
{
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
positionWS -= _WorldSpaceCameraPos;
#endif
return positionWS;
}
// Note: '_WorldSpaceCameraPos' is set by the legacy Unity code.
float3 GetPrimaryCameraPosition()
{
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
return float3(0, 0, 0);
#else
return _WorldSpaceCameraPos;
#endif
}
// Could be e.g. the position of a primary camera or a shadow-casting light.
float3 GetCurrentViewPosition()
{
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
return GetPrimaryCameraPosition();
#else
// This is a generic solution.
// However, for the primary camera, using '_WorldSpaceCameraPos' is better for cache locality,
// and in case we enable camera-relative rendering, we can statically set the position is 0.
return UNITY_MATRIX_I_V._14_24_34;
#endif
}
// Returns the forward (central) direction of the current view in the world space.
float3 GetViewForwardDir()
{
float4x4 viewMat = GetWorldToViewMatrix();
return -viewMat[2].xyz;
}
// Returns 'true' if the current view performs a perspective projection.
bool IsPerspectiveProjection()
{
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
return (unity_OrthoParams.w == 0);
#else
// TODO: set 'unity_OrthoParams' during the shadow pass.
return UNITY_MATRIX_P[3][3] == 0;
#endif
}
// Computes the world space view direction (pointing towards the viewer).
float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
{
if (IsPerspectiveProjection())
{
// Perspective
float3 V = GetCurrentViewPosition() - positionWS;
return normalize(V);
}
else
{
// Orthographic
return -GetViewForwardDir();
}
}
// UNITY_MATRIX_V defines a right-handed view space with the Z axis pointing towards the viewer.
// This function reverses the direction of the Z axis (so that it points forward),
// making the view space coordinate system left-handed.
void GetLeftHandedViewSpaceMatrices(out float4x4 viewMatrix, out float4x4 projMatrix)
{
viewMatrix = UNITY_MATRIX_V;
viewMatrix._31_32_33_34 = -viewMatrix._31_32_33_34;
projMatrix = UNITY_MATRIX_P;
projMatrix._13_23_33_43 = -projMatrix._13_23_33_43;
}
#if UNITY_REVERSED_Z
#if SHADER_API_OPENGL || SHADER_API_GLES || SHADER_API_GLES3
//GL with reversed z => z clip range is [near, -far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(-(coord), 0)
#else
//D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far]
//max is required to protect ourselves from near plane not being correct/meaningfull in case of oblique matrices.
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0)
#endif
#elif UNITY_UV_STARTS_AT_TOP
//D3d without reversed z => z clip range is [0, far] -> nothing to do
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
#else
//Opengl => z clip range is [-near, far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
#endif
half3 SampleSH(half3 normalWS)
{
// LPPV is not supported in Ligthweight Pipeline
real4 SHCoefficients[7];
SHCoefficients[0] = unity_SHAr;
SHCoefficients[1] = unity_SHAg;
SHCoefficients[2] = unity_SHAb;
SHCoefficients[3] = unity_SHBr;
SHCoefficients[4] = unity_SHBg;
SHCoefficients[5] = unity_SHBb;
SHCoefficients[6] = unity_SHC;
return max(half3(0, 0, 0), SampleSH9(SHCoefficients, normalWS));
}
#endif // UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED